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« Reply #15 on: October 26, 2010, 08:17:02 PM » |
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The stripe texture is blurry because that was the limit for Jeff's texture resolution, otherwise Gecko wouldn't load it.
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« Reply #16 on: October 26, 2010, 09:57:13 PM » |
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That wouldnt be a problem once he is moved over to Ike though right?
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« Reply #17 on: October 27, 2010, 05:18:33 AM » |
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That wouldnt be a problem once he is moved over to Ike though right?
Yup, it's still be a problem. Since this is Jeff's model and not Ike's, the maximum texture resolution cannot go any higher.
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« Reply #18 on: October 27, 2010, 05:35:19 AM » |
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oh. Well it should look a little better in-game anyway : / any progress on the proposed moveset?
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« Reply #19 on: October 27, 2010, 03:22:53 PM » |
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That wouldnt be a problem once he is moved over to Ike though right?
Yup, it's still be a problem. Since this is Jeff's model and not Ike's, the maximum texture resolution cannot go any higher. dis aint true. it'd be changed to ike's filesize, cuckoos
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« Reply #20 on: October 27, 2010, 04:26:09 PM » |
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That wouldnt be a problem once he is moved over to Ike though right?
Yup, it's still be a problem. Since this is Jeff's model and not Ike's, the maximum texture resolution cannot go any higher. dis aint true. it'd be changed to ike's filesize, cuckoos But i thought it was the model's filesize limits not the file itself's size limits :x
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« Reply #21 on: October 27, 2010, 04:56:52 PM » |
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PLOT TWIST
xD
Guess we'll just have find out when you move it over lol.
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« Reply #22 on: October 27, 2010, 05:52:41 PM » |
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Finalized moveset:
Neutral Attack Combo - Layton lunges forward with his fencing sword twice. Side Attack - Layton performs a wider lunge. Up Attack - Layton sways his sword upwards quickly. Similar to Marth's Up Attack. Down Attack - Marth's crouch attack, more or less. Dash Attack - Thrusts forward with his sword. Neutral Aerial Attack - Does a side-kick in mid-air. Aerial Forward Attack - Slices vertically through the air. Similar to Marth's Aerial Forward. Aerial Back Attack - Turns around, and attacks the opponent with a back-handed slap. Aerial Up Attack - Layton sways his sword upwards quickly mid-air. Aerial Down Attack - Layton does a mid-air axe kick in the direction he's facing. Spikes the opponent. Side Smash - Spins around twice, whilst slightly slanted, his sword extruding. Up Smash - Powerfully slashes twice above his head in an "X" pattern (right-diagonal and left-diagonal slices) Down Smash - Jumps only slightly off of the ground and lands, creating two stars that appear on the two sides of him. These stars do damage.
Specials coming soon.
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« Reply #23 on: October 27, 2010, 06:33:15 PM » |
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k. Any of the animations that you would specifically want me to make?
also, could you send me the texture.pcs or just the model or whatever you have at this point? just pm it to me if you dont want others to have it yet. its kind of hard to guess how things would work without seeing it in action.
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« Reply #24 on: October 27, 2010, 06:44:48 PM » |
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I'll send it to you once I port it over Ike, which will be tomorrow (most likely). In the meantime, just download the actual Jeff model found here.
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« Reply #25 on: October 27, 2010, 06:49:12 PM » |
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Dayam, that's nice. I just started playing the first Professor Layton game today and it's pretty hard >.<
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« Reply #26 on: October 27, 2010, 07:49:09 PM » |
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i recommend you play them all lol. they are by far one of the best game series out right now. iv played and finished the first 3 games, played a little bit of the prequel and watched the movie. The whole series is amazing. thats why i just had to help with this. either way hes pretty much guarenteed in ssb4 anyway.
*EDIT* lol Ike's running, walking and jumping animations look perfect with Jeff's model, it even stretches him to the correct height. Have you looked for a way to fix the arm twisting problem though?
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« Last Edit: October 27, 2010, 08:45:25 PM by Weyard »
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« Reply #27 on: October 28, 2010, 12:41:56 PM » |
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lol Ike's running, walking and jumping animations look perfect with Jeff's model, it even stretches him to the correct height. Have you looked for a way to fix the arm twisting problem though?
Well we need him to retain his current proportions. Also, the method of fixing the arm twisting is in the OP.
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« Reply #28 on: October 28, 2010, 03:26:28 PM » |
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i know that. i just thought it was weird that it stretched it perfect like that lol.
I know, but its awful tedious to rotate it on every frame. i was wondering if anyone had came up with a better fix for it yet. I mean there are thousands of sonic vertexes and moveset changes, so somebody must have found an easier way.
And have you came up with his B attacks yet? He really should have a stun/confuse move first and foremost.
********EDIT******* So far, iv made/found his AttackDash AttackLw3 AttackS4S AttackAirF AttackAirHi AttackAirLw AttackAirN
They all have Jeff's normal proportions instead of stretched proportions and im currently working on fixing the first and last frames of them. You said you already chose Snake's Wait1, so ill use it. I havent fixed the arm rotation on all of them yet, because every time iv tried it i make it about 20 frames in and something goes horribly wrong D: I dont know what the problem so ill leave that off for you to do when i upload my fitikemotionetc.pac
What all animations have you made so far? It would help if we keep up to date with who has done what to cut down on the redundancy.
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« Last Edit: October 29, 2010, 03:32:13 AM by Weyard »
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« Reply #29 on: October 30, 2010, 08:51:06 PM » |
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...... Pik, is something wrong with Cuckoos? He hasnt responded since about 4 days ago. Just wondering if he has gave up on this or something.
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